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Strike Force File Formats / RPC Importer


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#21 SirRH

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Posted 21 February 2017 - 08:18 PM

In theory all of these models could be used in Commandos 2.

Cars and trucks are easier to export than tanks so I first tried to convert the model of a truck.

As you can see, the result of my first attempt was much too big, so I had to scale the model down to 1/3 of its original size.

attachicon.gifCA_Deposito.jpg

For testing I just used it as a replacement for the standard Mercedes L3000.

attachicon.gifCA_Deposito_C2.zip

 

How do you change size of abi files?

I was wondering because I wanted to scale another object



#22 herbert3000

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Posted 21 February 2017 - 09:13 PM

How do you change size of abi files?
I was wondering because I wanted to scale another object

I imported the ABI into 3ds Max and scaled it there.



#23 caocao2018

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Posted 19 April 2018 - 09:05 AM

Just wanted to share this 3ds Max script that I just finished.

It allows us to import the vehicles and weapons from Strike Force: RPC Importer

attachicon.gifScreenshot (544).jpg

Is this 3ds Max script written by yourself?



#24 herbert3000

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Posted 20 April 2018 - 09:35 PM

Just wanted to share this 3ds Max script that I just finished.

It allows us to import the vehicles and weapons from Strike Force: RPC Importer

attachicon.gifScreenshot (544).jpg

Is this 3ds Max script written by yourself?

I rewrote the whole script but it's based on a script by lwd5099 (老顽童5099). I couldn't have done it without him.



#25 husamdababneh

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Posted 08 February 2025 - 06:11 PM

Hello folks, I've been playing around with the games files, and trying to convert the RPC 3ds max sciprt to work with blender, 

 

I have a python script that seems to work with blender but there are so many issues with it so i decided to re reinterpret the RPC files format and came to a conclusion, 

 

The files are storing data in a generic way, you will often see a 12 byte long structure which is represented like this 

struct RpcSectionHeader {
    u32 type;
    u32 size;
    u32 padding;// this is a special value to identify the end of the header section
};

knowing this, you can parse the whole file, now the tricky thing is to identify the type and how to parse it exactly. example: the first byte in the file is always 16, which i assume to mean "RPC_FILE" , now the size in this case means the file (content - header size (12 bytes)), an so on for all section,

 

All of this is theortical and can be changed. 

 

I just wanted to see if someone still interested in this game as much as me so we can share what we have to create a proper extractor


Edited by husamdababneh, 08 February 2025 - 06:13 PM.


#26 herbert3000

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Posted 08 February 2025 - 09:02 PM

Hi there,

Since Strike Force was developed with the RenderWare engine, the overall structure of the files is similar to that of other RW games, like GTA3.

https://gtamods.com/...ary_stream_file

 

Hello folks, I've been playing around with the games files, and trying to convert the RPC 3ds max sciprt to work with blender, 

 

I have a python script that seems to work with blender but there are so many issues with it so i decided to re reinterpret the RPC files format and came to a conclusion, 

 

The files are storing data in a generic way, you will often see a 12 byte long structure which is represented like this 

struct RpcSectionHeader {
    u32 type;
    u32 size;
    u32 padding;// this is a special value to identify the end of the header section
};

knowing this, you can parse the whole file, now the tricky thing is to identify the type and how to parse it exactly. example: the first byte in the file is always 16, which i assume to mean "RPC_FILE" , now the size in this case means the file (content - header size (12 bytes)), an so on for all section,

 

All of this is theortical and can be changed. 

 

I just wanted to see if someone still interested in this game as much as me so we can share what we have to create a proper extractor



#27 SOMYST

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Posted 08 February 2025 - 11:04 PM

To import a model into blender, there is one solution on github (link)
With its help you can easily open any model in blender with a correct rig
But with the export, it's a whole nightmare that has been fought for a year and a half already iirc
So far correctly you can export only static props, first person hand models and weapons. Everything else is broken due to the specific of the addon



#28 husamdababneh

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Posted 13 February 2025 - 07:40 PM

 

Hi there,

Since Strike Force was developed with the RenderWare engine, the overall structure of the files is similar to that of other RW games, like GTA3.

https://gtamods.com/...ary_stream_file

 

Hello folks, I've been playing around with the games files, and trying to convert the RPC 3ds max sciprt to work with blender, 

 

I have a python script that seems to work with blender but there are so many issues with it so i decided to re reinterpret the RPC files format and came to a conclusion, 

 

The files are storing data in a generic way, you will often see a 12 byte long structure which is represented like this 

struct RpcSectionHeader {
    u32 type;
    u32 size;
    u32 padding;// this is a special value to identify the end of the header section
};

knowing this, you can parse the whole file, now the tricky thing is to identify the type and how to parse it exactly. example: the first byte in the file is always 16, which i assume to mean "RPC_FILE" , now the size in this case means the file (content - header size (12 bytes)), an so on for all section,

 

All of this is theortical and can be changed. 

 

I just wanted to see if someone still interested in this game as much as me so we can share what we have to create a proper extractor

 

 

Thank you very much sir, I can export the data now  :mellowthumbsup:  and import to blender (https://github.com/H...force-extractor) still underdevelopment but I'm getting there  :trickydick:






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